"The Marmmodore1K" a fantasy 8 bit computer with small assembler I've made for the js1k . 1009 bytes of javascript
YOU ARE THE REASON
One Nice Bug Per Day

Love Begins
Cosimo Galluzzi

Product Placement
Xuebing Du

Andulka

pixel skylines
ojovivo

★
dirt enthusiast
Peter Solarz
PUT YOUR BEARD IN MY MOUTH

祝日 / Permanent Vacation
noise dept.
$LAYYYTER

No title available
RMH
Today's Document
🪼
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@gamesbyfelipe
"The Marmmodore1K" a fantasy 8 bit computer with small assembler I've made for the js1k . 1009 bytes of javascript
Not Ludum Dare related, but I am still working on my afterwork prototype :D
So I've finally uploaded the prototype I've been working for the past week. It's only available for Windows, for now. Any feedback is welcome. http://pixelstab.itch.io/wrap
FBOs are awesome!
600k verts, 300k tris, 28 draw calls. Batching is nice.
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=15810
1337 BEAT AGENT Is a hacking simulator where you must use the rhythm of the bits to hack! Decrypt the incoming bits using the arrows keys and rotate the core with S and D. You can also use an Xbox controller, use A B X Y to decrypt bits, and RT LT to rotate the core.
Just a late progress of my LD33 game. I was late for LD, this is just 3 hours of work. I don’t think I’ll make it but either way I’ll continue working on it.
My 6502 microprocessor emulator and assembler.
You can try it out here:
http://damnbrain.com/dev/6502/
This Saturday we had the chance to showcase Bonds at the Expo Geek Chile 2014 and we had such a great time! A lot of people played the game and gave us feedback! It was incredible!
But there was also a group of people who didn’t have the chance to play it. We only had 1 computer running the game so only one person was able to try the game at a time. People started asking if there was a demo or something they could download and play at home… and well, we didn’t have that….
So exciting news guys! We just released the demo of Bonds and you’ll find it at http://damnbrain.com/ ! We really hope you enjoy it!
I created a small flappy bird clone that can be played in a real gameboy!
Here you can get the rom and also play it in an online emulator:
http://damnbrain.com/dev/flappyboy/
Here is the source code (it's written in C and compiled using GBDK):
https://github.com/damnbrain/FlappyBoy
Bonds is a charming platforming-puzzle game that delves into the concept of human bonding through mind-bending levels that challenge the player to explore and solve puzzles in two separate yet connected worlds.
Bonds Teaser.
Game currently being developed by DamnBrain and Giant Enemy Labs.
EXTREME MINI MASSACRE - Post Mortem
EXTREME MINI MASSACRE is a small roguelike shooting 13KB game made for JS13KGAMES 2014 compo. I wanted to make a fast paced game were all you had to do was shoot and dodge.
My main inspiration where 3 icon games:
- Hotline Miami by Dennaton Games
- Nuclear Throne by Vlambeer
- Binding of Isaac by Edmund McMillen
Development
The tools I used for developing this games were:
- Sublime Text 3
- Grunt
- Photoshop
- as3fxr + jsfxr + ArcadeAudio
First I started making some tests on raycasting using an old demo I made I while ago. I only used this for the light effect. I wanted to use it for bombs too but because of time issues I couldn't.
After discarding my work like 3 o 4 times I started coding the game it self. I actually spent about 3 days in whole development of the final game.
When I was submitting my game I noticed the submission form wasn't working for my zipped game. I guess the compress task of grunt wasn't generating a valid file. So I went ahead and compressed it with OSX default zip compressor. For a moment I got scared, the final zip file was 17 KB! I thought maybe OSX compression sucks. I tried this cool site called zipmenow and the final result was even better than grunt's compress. The final file was about 12.5KB.
I wanted to spare the final bytes of my game for some music. I was thinking on something like Die Antwoord's Baby's on fire. Sadly I couldn't do it but I hipe I can add something like it for a post-compo version.
The Good
I feel the final result is very fluent and fun. I really enjoy how small effects can make a dull game look alive.
I didn't think I would be able to fit all I did in a file with such limitations. Sadly I wanted to add so much more but time and size didn't allowed me.
The Bad
I had to rewrite the game like 4 times. I really wanted to program it the "correct way" but as a started to add more features I noticed I couldn't go my way so I went the bad way. This means the code of the game is horrible! I was actually embarrassed of making it public in GitHub.
There are some very bad collision problems I wasn't able to fix mostly because of how badly the game was coded and If I had made any change It would've exploded in my face.
What's next?
I want to keep developing this game. I am actually thinking porting it to Monkey-X at publish it for a platform I've never worked on PSM for PS Vita. I actually started porting my previous game, Nigo's Cave, but never finished it. You can see a video of it here.
EXTREME MINI MASSACRE
http://js13kgames.com/entries/extreme-mini-massacre
Small simple game that is all about shooting and screen shaking. Sadly I didn't add any relation to the compo theme. You can play using you keyboard and mouse or with an Xbox Controller (It only works with that one). Enjoy.
BOND is a game we, Elias Zacarias and I, created for Ludum Dare 30. It's a tricky puzzle were you have to do a lot of thinking.
Here you can play BOND:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=15810
Progress update for Ludum Dare with ConflictiveLabs.
http://www.gamesgames.com/game/the-dragon-flow
The Dragon Flow.
Game developed at Spil Games.